Image Tool Batch Converter

The place for hardware and software issues, FS and non-FS related

Moderators: Guru's, The Ministry

User avatar
TSR2
The Ministry
Posts: 16347
Joined: 17 Jun 2004, 14:32
Location: North Tyneside, UK
Contact:

Re: Image Tool Batch Converter

Post by TSR2 »

PeteH wrote:Thanks guys.

Garry,

DM's Batch Converter AFAIK only converts certain textures from 32 bit to DXT3.

Paul,

I can't find - Texturing Aircraft Models - Appendix 1: Imagetool Switches - in the SDK. Can you point me in the right direction please? Is there something I need to install from within the SDK?
I assume from what you say that there is a facility for configuring Imagetool to Batch Convert.

Thanks,

Pete
As with most programs, run imagetool from the command prompt and suffix it with the -? switch to get a list of the options...

Code: Select all

E:\Program Files (x86)\Microsoft Games\FSX SDK\SDK\Environment Kit\Terrain SDK>imagetool.exe -?
Note the space between imagetool.exe and the switch

Here is the list below...
---------------------------
Imagetool
---------------------------
Usage:
imagetool [flags] [inputfiles]

Where flags are:
-o [string] Specify output file name
-batch Force batch processing
-verbose Verbose output [DEFAULT]
-brief Brief output
-nogui No GUI
-nobeep Turns off batch file beeping
-tga Output files are in targa (tga) format
-dds Output files are in DirectX (dds) format
-bmp Output files are in bitmap (bmp) format [DEFAULT]
-imgui Output format is to be used by IMGUI
-auto Output format is picked automatically
-DXT1 Output format is compressed DXT1
-DXT3 Output format is compressed DXT3
-DXT5 Output format is compressed DXT5
-PTC [Q,[Qa]] Output format is compressed PTC
-32 Output format is 32-bit
-24 Output format is 24-bit
-4444 Output format is 16-bit (4444)
-1555 Output format is 16-bit (1555)
-565 Output format is 16-bit (565)
-8 Output format is 8-bit palletized [DEFAULT]
-1 Output format is 1-bit monochrome
-detail Output format is to be used as a detail texture
-gauge Output format is to be used in a flight sim gauge
-terrain Output format is to be used as a generic terrain tile
-terrainphoto Output format is to be used as terrain photo scenery
-border Create a 1 pixel border around the image
-hasborder The image already contains a 1 pixel border
-lm The image is a light map
-tile The image self tiles
-fold Fold the Edge colors for clamped textures
-vflip Vertical flip
-mip Generate mip maps [DEFAULT]
-addmip [file] Add custom mip maps
-nomip Do not generate mip maps
-dither Use Floyd-Steinberg dithering when reducing color depth
-nodither Do not use any dithering when reducing color depth
-invert Invert the alpha channel
-createalpha Create the alpha channel using the RGB value of the (0,0) pixel
-warning Enable warnings (FS specific) [DEFAULT]
-nowarning Disable warnings
-verify Verify that the image matches the given settings
-stop Show a warning dialog (only used with -verify) [DEFAULT]
-nostop Do not show a warning dialog (only used with -verify) [DEFAULT]
-alpha Allow alpha in the bitmap (only used with -verify)
-noalpha Do not allow alpha in the bitmap (only used with -verify)
-e [string] File extension to use given by [string]
-r Recursively traverse the sub directories
-? [string] Help on the topic given by [string]
-fallback Builds a fallback texture that can be loaded much faster than the base image.
-redCorrection Modifies the red component of colors in the mip chain
-blueCorrection Modifies the blue component of colors in the mip chain
-greenCorrection Modifies the green component of colors in the mip chain
-RedInAlpha Put the red channel in the alpha channel and zero out red

Batch processing only occurs if one of the command line options is supplied; otherwise,
the images are opened in imagetool for manual processing.

---------------------------
OK
---------------------------
Ben.:tunes:

ImageImageImage

nigelb
Red Arrows
Red Arrows
Posts: 5039
Joined: 11 Apr 2005, 17:19
Location: Herndon, Virginia, USA

Re: Image Tool Batch Converter

Post by nigelb »

So something like this with the first part being changed for your path to imagetool.exe

C:\Progra~1\FS2004~1\TERRAI~1\Terrai~1\imagetool -batch -DXT3 -mip -alpha *.bmp
ren *.mip *.bmp


That will take DXT3 files with no mips and create mips. It saves them as *.mip (* = whatever the texture file name)
and preserves the original texture file. If you then zip the originals (just in case) and rename all the *.mip files to *.bmp you should now have a texture file with 9 levels of mip.

There probably is a more elegant way of doing it to avoid renaming extensions and maybe someone knows how to do that.

STUPID I don't!

N II

User avatar
Garry Russell
The Ministry
Posts: 27180
Joined: 29 Jan 2005, 00:53
Location: On the other side of the wall

Re: Image Tool Batch Converter

Post by Garry Russell »

Don't forget all Texture have mips whether they are saved with mips or not

The mips we talk about via that little box in DXTBMP are "Forced mipmaps"

Those 9 layers of mips are there either way.....if you follow :think:

Garry
Garry

Image

"In the world of virtual reality things are not always what they seem."

nigelb
Red Arrows
Red Arrows
Posts: 5039
Joined: 11 Apr 2005, 17:19
Location: Herndon, Virginia, USA

Re: Image Tool Batch Converter

Post by nigelb »

:think:
Good point, Gary! I suppose we should refer to them as hidden mips rather than no mips.


Post Reply